package d2screen import ( "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) // ScreenManager manages game screens (main menu, credits, character select, game, etc) type ScreenManager struct { uiManager *d2ui.UIManager nextScreen Screen loadingScreen Screen loadingState LoadingState currentScreen Screen guiManager *d2gui.GuiManager } // NewScreenManager creates a screen manager func NewScreenManager(ui *d2ui.UIManager, guiManager *d2gui.GuiManager) *ScreenManager { return &ScreenManager{uiManager: ui, guiManager: guiManager} } // SetNextScreen is about to set a given screen as next func (sm *ScreenManager) SetNextScreen(screen Screen) { sm.nextScreen = screen } // Advance updates the UI on every frame func (sm *ScreenManager) Advance(elapsed float64) error { switch { case sm.loadingScreen != nil: // this call blocks execution and could lead to deadlock if a screen implements OnLoad incorreclty load, ok := <-sm.loadingState.updates if !ok { log.Println("loadingState chan should not be closed while in a loading screen") } if load.err != nil { log.Printf("PROBLEM LOADING THE SCREEN: %v", load.err) return load.err } sm.guiManager.ShowLoadScreen(load.progress) if load.done { sm.currentScreen = sm.loadingScreen sm.loadingScreen = nil sm.guiManager.ShowCursor() sm.guiManager.HideLoadScreen() } case sm.nextScreen != nil: if handler, ok := sm.currentScreen.(ScreenUnloadHandler); ok { if err := handler.OnUnload(); err != nil { return err } } sm.uiManager.Reset() sm.guiManager.SetLayout(nil) if handler, ok := sm.nextScreen.(ScreenLoadHandler); ok { sm.guiManager.ShowLoadScreen(0) sm.guiManager.HideCursor() sm.loadingState = LoadingState{updates: make(chan loadingUpdate)} go func() { handler.OnLoad(sm.loadingState) sm.loadingState.Done() }() sm.currentScreen = nil sm.loadingScreen = sm.nextScreen } else { sm.currentScreen = sm.nextScreen sm.loadingScreen = nil } sm.nextScreen = nil case sm.currentScreen != nil: if handler, ok := sm.currentScreen.(ScreenAdvanceHandler); ok { if err := handler.Advance(elapsed); err != nil { return err } } } return nil } // Render renders the UI by a given surface func (sm *ScreenManager) Render(surface d2interface.Surface) { if handler, ok := sm.currentScreen.(ScreenRenderHandler); ok { handler.Render(surface) } }